VOIP is now spatialized, so you can hear which direction it's coming from! There's now a customization option for the Robro body (under Suit customization) and a new helmet! Interaction has also been improved, but don't let me tell you here. Check out the full patch notes, linked below!

Wait, but first watch this dev vlog, because I made another one. Love, Zag. <3

Hello Astronauts!
Here's a longer Steam post about new helmets and a brand new price drop for Unfortunate Spacemen!

Below, you can find the full patch notes!

NEW HELMETS:
- Roughneck Helmet: Unlocked for anyone who has Unfortunate Spacemen in their Steam library before September 30th, 2017.
- Space Cultist Helmet: Unlocked for anyone who has DUSK in their Steam Library.

GENERAL CHANGES (in no particular order):
- Guns now have proper firing animations, such as the Handgun, Shotgun, AutoShotty, and Railgun.
- Many guns now have proper overheat animations. (Some have placeholder animations.)
- Friendly Spacemen now have a blue waypoint over their heads in Survival mode.
- Fixed: Transmitters that were turned off by a power outage come back online during the power outage due to the lockout feature introduced last update. Now Transmitters will correctly stay offline if the power is out.
- Noise Grenades can now be shot in order to silence them.
- Doors now properly show a door-lock timer on their status panel that will count down until the door unlocks.
- Slightly reduced glitchy effect when Monster is on screen, as well as removed the Sharpen filter when Monster is on screen.
- The Monster has received completely new artwork and many new idle, run, and attack animations.
- Replaced Monster icons in various parts of the HUD and menu with the new monster artwork.
- Added some additional imagery to the Spacemen's Guide to Space (How To Play Guide) This guide is a work in progress and probably a bit too wordy right now.
- Survival Perk icons at the bottom of the HUD now display their level (or if they're MAX) with numbers/text.
- Increased volume on passive Acid Bomb sound by about 2x.
- Lowered Required Objectives for 1 to 5 and 6 to 9 player brackets, to make the Rescue Shuttle easier to obtain with fewer Spacemen.
- Fixed an instance where the Monster claw attack wouldn't hit the Power Outage Switch when it should be able to.
- Assault Rifle now has a new firing sound.
- Rockets have been removed from Survival mode and replaced with other weapon types (shotguns, autoshotties, railguns, flamethrowers) in the potential weapons pool.
- Weapon code for overheat animations is in place and the Handgun now has proper overheat animations from beginning to end.
- The Shotgun and Auto Shotty inventory icons and New Weapon icons have been updated to reflect the new weapon artwork.
- The intro sequence when spawning has been cleaned up and given new animations. It also lasts slightly less time, is more compact, and the helmet HUD is hidden for a short duration to reduce UI clutter during the intro sequence.
- When loading a new map, the game will now try to put your camera at the "loadout camera" spot instead of starting at a random spawn point or staring at an odd location until the round start is triggered. This should make map transitions and round starts feel a lot smoother.
- You can no longer instantly pick up an item you just dropped. This is to help prevent accidentally setting down the item you grabbed if you're spamming E, such as when an item canister opens.
- The tracers for Shotgun and AutoShotty are now about 50% smaller.
- Landing Pads have more vivid "debris status" indicator lights around the edges and debris status changes quicker after clearing the last piece of debris.
- The Assault Rifle now has increased accuracy, but overall decreased damage and slightly lower passive overheat cooloff. This will bring the rifle into a much more useful role, as long as you can control it properly. It does significantly less damage to Spacemen form, and still does pretty decent damage to Monster form.
- Monster's Void Blink now ignores Monster Decoy when checking blink-teleport distance, meaning a Monster Decoy will no longer block a Void Beast from blinking forward through it.
- Ghosts can now view the Overhead map (default key is M or Left SHIFT) and will receive all relevant data as if they had a Scanner.
- The Colorblind Virus Jar has received multiple visual improvements and is now YELLOW by default, RED when broken.
- Spacemen with Magnetic Boots now have a distinct, louder metallic footstep sound accompanying their regular footsteps.
- Magnetic Boots now damage the Monster if the Spaceman is Burrow Trapped. This deals 10 damage to the Monster per hit, meaning if the Monster has 30 Monster Health, the Monster will die if they Burrow Trap a Spaceman who has Magnetic Boots.
- Fixed: Since last update, the Monster burrow crack is not always properly displaying on surfaces where the Monster is burrowed.
- Fixed: The new first person helmet mesh could sometimes have decals projected onto it, causing strange graphical glitches.

CHOCOLATE MILK PERK CHANGES:
- In previous versions, the Chocolate Space Milk perk was picked by most players because it's extraordinarily powerful. The Chocolate Space Milk perk has received various changes to bring it more in line with the usefulness of other perks. The changes are as follows:
- 25% chance to teleport to EME (previously 10%)
- 25% chance to teleport in front of an airlock (armed or not) (previously 10%)
- 50% chance to teleport safely somewhere else. (previously 80%)
- The teleportation "bamf!" sound is now hearable from a much greater distance, meaning when a Spaceman returns from the void, the sound that plays will be much easier to locate from afar.

FLAMETHROWER CHANGES:
- The Flamethrower has been overhauled, and has received the following changes:
- The Flamethrower now has new third and first person flame effects.
- The Flamethrower's main damage output is no longer projectile based and is now zone-based, meaning anyone in the area of effect will be torched.
- The Flamethrower still leaves residual flames, and in greater number.
- Damage on residual flames and main damage output has been tweaked.
- The Flamethrower now has much wider blast and greater range. This main damage effect can not hit the person firing the weapon.
- Flamethrower residue on surfaces no longer burns player Spacemen in Cooperative game modes.
- New Flamethrower and Fire Extinguisher sound effects.

MAP CHANGES:
- Grand Hall: Post processing tweaked some to de-intensify some of the contrast/shadows.
- Duress: Tram "Now Departing" beep is a bit quieter.
- Space Bar: More graphical improvements, less grayboxy. New tables, plants, and more.
- Echo: Fixed a stair LOD that was super low detail even when close up.

v0.2.18 "Touchdown"

Summary: In the 15th update of 2017, Zag revamps the entire shuttle sequence, adds a Monster Tutorial for you to learn the ropes and experience a little lore, and a whole bunch more! A dev vlog is planned and will arrive with the next patch, bundling this patch and the next into a single vlog. Come say hi on Discord! <3 Zag

We play Unfortunate Spacemen every Saturday at 11 AM PST! Join our Discord server to take part in the fun! Also, much of this patch consists of changes and fixes from direct community feedback via the Discord server. Excellent.

Change Notes:

NEW SHUTTLE SEQUENCE:
- The Shuttle has received brand new artwork, inside and out, including a new interior, proper landing gear, and blast doors over the (also new) exterior windows and skylight.
- All of the Rescue Shuttle pilot dialog in the game now has the same smooth-talking voice actor, and several more lines can be heard during various parts of the end-game Shuttle event.
- There is now a warning displayed on HUD (accompanied by new pilot audio) 30 seconds before the Shuttle closes its doors.
- The Rescue Shuttle's interior dialog (funny lines) from the Pilot are now heard slightly earlier after the Shuttle opens its doors.
- Removed one of the pilot's "funny lines" that would've interfered with readability of the situation for new players, or would otherwise contradict the new Shuttle scan sequence. ("If the monster is still found onboard after takeoff..." funny line has been removed.)
- The Rescue Shuttle now has exterior blast doors that cover the windows and glass during Contamination Lockdown, and Takeoff.
- Improved the appearance of the Shuttle Pilot portrait that pops up on the HUD during his "shuttle inbound" and "30 second warning" messages.
- If the Monster is killed on the Shuttle after the doors close, the pilot will chime in and let you know that you're taking off. (This is a Spaceman win.)
- You can now win the game as Monster by breaking open the Shuttle cockpit with Monster Claws. This will result in the Monster "Stealing the Shuttle." Spacemen must stop any Monster attempting to do this. The Shuttle cockpit is much stronger if there are still Spacemen alive to stop the Monster.
- There are now unique sounds that play when the Shuttle takes off and lands. This sound can be heard from quite far away.

General Improvements:
- Unfortunate Spacemen is now running on our custom build of Unreal Engine 4, version 4.16. (Was previously on our custom build of Unreal Engine 4 version 4.14.) This has caused some minor changes to post-processing, most of which should not be noticeable or may even look better in some cases.
- MONSTER TUTORIAL: You can now select the Monster Tutorial from the Tutorial button on the main menu. It is recommended you first experience the Spaceman tutorial, which will cover the basic controls, before diving into this one. If you know how to play the Monster already, please enjoy the tutorial for its dialog and a little bit of lore. This tutorial is considered "first pass" and will be receiving additional updates and polish in the future. Some minor bugs or AI quirks are to be expected.
- Fixed: Survival HUD elements would sometimes show up during Tutorial and Shapeshifter mode.
- The text at the start of the Spaceman tutorial has been refined, including a Company logo.
- The proper VOIP binding is now respected in the Post-Game Scoreboard.
- When VOIP is bound to a mouse button, it now correctly works in the Game Lobby.
- Fixed an issue with VOIP key getting stuck or otherwise showing as active in the Waiting for Players screen.
- New artwork for the Shapeshifter Mode button when hosting a game.
- Crouching now properly animates in first person, instead of popping to the crouched position.
- Fixed: HUD Distance does not allow the HUD to get close enough to the camera at higher FOV levels. (NOTE: Default HUD Distance setting is now 0.4. If you have an existing save you MAY need to change this setting once you get into the game. (0.4 HUD distance is best for 90 FOV. Please adjust these in the graphic Settings menu until you are satisfied with your HUD scaling and FOV levels.)
- Removed a particle-created bullet impact from surfaces (since it often floated if it hit a door that opened later)
- Innocent Kill Score Penalty has been increased to -600 points, previously -300 points.
- All splash logos and loading screens at the start have had their volume lowered by roughly 50%.
- Debris cleanup effect is now much more profound, obvious, and rotated the correct direction.
- Survival Mode Void Beasts now have reduced health.
- Transmitters now lock out for 45 seconds after they're turned off by the Monster. This status is displayed on the screen.
- Optimized some lights on various objects, such as Research Samples and Power Outage Switches.

Monster Improvements:
- Fixed: Monster claw attack would sometimes hit invisible corpses that were supposed to have been eaten.
- The Colorblind Virus Jar now explodes in a shower of red, instead of blue.
- Fixed: Monster can sometimes burrow with its camera below the ground.
- Fixed: Sometimes the corpse pile created by eating a corpse will float in certain cases. Some potential causes fixed.
- Potential Fix for Monster Opt-In not properly respecting the variables it's supposed to use when choosing who should be Monster next.

Perk Improvements:
- Perks now unlock much sooner in the rank progression. Now perks unlock every single rank until they are all unlocked, but the order of unlock remains the same. (Action Hero is still unlocked last, for example.)

Customization:
- The Hazard Helmet's artwork has been improved, particularly in the neck area.
- The N.E.K.O. (cat ears) helmet is now available on the Unfortunate Space Store!
- All helmet images in the Helmet selection menu and Space Store now fit much better and more clearly show the helmet. (Visors will likely receive this same treatment later on.)

Ghost Improvements:
- Potential fix for Ghosts spawning for players who die right around the same time the game ends.

Items and Weaponry:
- Shotgun now has new artwork and some new holding/firing animations. (Work in progress.)
- Auto-Shotty (Only found in Survival) now has new artwork and some new holding/firing animations. (Work in progress.)
- New firing sounds for Handgun, Shotgun, and Auto-Shotty.
- Rocket damage falloff has been drastically decreased to reward direct hits and not misses, and also not kill the user as often.
- Weapons in Survival Mode now have a specific count, but still appear in randomized order. This means you will never get more than 5 rocket launchers or more than 2 flamethrowers, for two examples.
- Fixed: Flaregun is now held correctly in other Spaceman's hands.

Menu Improvements:
- The new Unfortunate Spacemen logo artwork is present in the Main Menu and splash screen now.
- Recolored and re-organized some buttons on the main menu to better unify the visual theme. Less clutter all around.
- Discord Chat button in the main menu now matches Discord's branding colors.
- The shop button (Stand Out, Blend In) in the main menu screen is now a bit smaller as to not cover up game logo.
- Changed the font on the Welcome Message.
- Changed Main Menu text from TUTORIALS + STORY to just TUTORIALS
- The ugly top right "Big Stat Card" is now gone and all this information is moved to the top of the Main Menu as a more compact bar.
- The version watermark has been moved to the very bottom center of the screen.

Maps:
- Claustrophobia: Closed one entrance to the Common Area and moved a bunch of tables to be more defense-able and give better sight lines.
- Claustrophobia: Closed off the entrance to the Medical room (Can still jump over the barricade to quickly access the health station from the hallway.) to make that area more appealing for a defensive position.
- Space Bar: Various visual updates and changes to the artwork around the map and outside the map boundaries, such as the city buildings.
- Space Bar: The tables by the door have been replaced by some mini-shops and the like.
- Space Bar: There are now bar stools by all the bar countertops.
- The Experiment: Fixed collision on some ledges by the central dropbridges that would previously allow players to stand on the edge instead of falling into the abyss as intended.
- The Experiment: Slightly reduced the emissive (glow) on various textures in the level, making it a tad darker.
- Duress: Optimized all glass and dust shaders for improved performance.
- Duress: Optimized Trams for improved performance.
- All lights on all maps are now more efficient and should be better on performance.